summaryrefslogtreecommitdiff
path: root/src/SMAPI/Framework/ModLoading/AssemblyLoader.cs
blob: 6c0e1c1489472411a9c21486fb29e05c9ef063b3 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using Mono.Cecil;
using Mono.Cecil.Cil;
using StardewModdingAPI.Framework.Exceptions;
using StardewModdingAPI.Internal;
using StardewModdingAPI.Metadata;

namespace StardewModdingAPI.Framework.ModLoading
{
    /// <summary>Preprocesses and loads mod assemblies.</summary>
    internal class AssemblyLoader
    {
        /*********
        ** Properties
        *********/
        /// <summary>Encapsulates monitoring and logging.</summary>
        private readonly IMonitor Monitor;

        /// <summary>Whether to enable developer mode logging.</summary>
        private readonly bool IsDeveloperMode;

        /// <summary>Metadata for mapping assemblies to the current platform.</summary>
        private readonly PlatformAssemblyMap AssemblyMap;

        /// <summary>A type => assembly lookup for types which should be rewritten.</summary>
        private readonly IDictionary<string, Assembly> TypeAssemblies;

        /// <summary>A minimal assembly definition resolver which resolves references to known loaded assemblies.</summary>
        private readonly AssemblyDefinitionResolver AssemblyDefinitionResolver;


        /*********
        ** Public methods
        *********/
        /// <summary>Construct an instance.</summary>
        /// <param name="targetPlatform">The current game platform.</param>
        /// <param name="monitor">Encapsulates monitoring and logging.</param>
        /// <param name="isDeveloperMode">Whether to enable developer mode logging.</param>
        public AssemblyLoader(Platform targetPlatform, IMonitor monitor, bool isDeveloperMode)
        {
            this.Monitor = monitor;
            this.IsDeveloperMode = isDeveloperMode;
            this.AssemblyMap = Constants.GetAssemblyMap(targetPlatform);
            this.AssemblyDefinitionResolver = new AssemblyDefinitionResolver();

            // generate type => assembly lookup for types which should be rewritten
            this.TypeAssemblies = new Dictionary<string, Assembly>();
            foreach (Assembly assembly in this.AssemblyMap.Targets)
            {
                ModuleDefinition module = this.AssemblyMap.TargetModules[assembly];
                foreach (TypeDefinition type in module.GetTypes())
                {
                    if (!type.IsPublic)
                        continue; // no need to rewrite
                    if (type.Namespace.Contains("<"))
                        continue; // ignore assembly metadata
                    this.TypeAssemblies[type.FullName] = assembly;
                }
            }
        }

        /// <summary>Preprocess and load an assembly.</summary>
        /// <param name="mod">The mod for which the assembly is being loaded.</param>
        /// <param name="assemblyPath">The assembly file path.</param>
        /// <param name="assumeCompatible">Assume the mod is compatible, even if incompatible code is detected.</param>
        /// <returns>Returns the rewrite metadata for the preprocessed assembly.</returns>
        /// <exception cref="IncompatibleInstructionException">An incompatible CIL instruction was found while rewriting the assembly.</exception>
        public Assembly Load(IModMetadata mod, string assemblyPath, bool assumeCompatible)
        {
            // get referenced local assemblies
            AssemblyParseResult[] assemblies;
            {
                HashSet<string> visitedAssemblyNames = new HashSet<string>(AppDomain.CurrentDomain.GetAssemblies().Select(p => p.GetName().Name)); // don't try loading assemblies that are already loaded
                assemblies = this.GetReferencedLocalAssemblies(new FileInfo(assemblyPath), visitedAssemblyNames, this.AssemblyDefinitionResolver).ToArray();
            }

            // validate load
            if (!assemblies.Any() || assemblies[0].Status == AssemblyLoadStatus.Failed)
            {
                throw new SAssemblyLoadFailedException(!File.Exists(assemblyPath)
                    ? $"Could not load '{assemblyPath}' because it doesn't exist."
                    : $"Could not load '{assemblyPath}'."
                );
            }
            if (assemblies.Last().Status == AssemblyLoadStatus.AlreadyLoaded) // mod assembly is last in dependency order
                throw new SAssemblyLoadFailedException($"Could not load '{assemblyPath}' because it was already loaded. Do you have two copies of this mod?");

            // rewrite & load assemblies in leaf-to-root order
            bool oneAssembly = assemblies.Length == 1;
            Assembly lastAssembly = null;
            HashSet<string> loggedMessages = new HashSet<string>();
            foreach (AssemblyParseResult assembly in assemblies)
            {
                if (assembly.Status == AssemblyLoadStatus.AlreadyLoaded)
                    continue;

                // rewrite assembly
                bool changed = this.RewriteAssembly(mod, assembly.Definition, assumeCompatible, loggedMessages, logPrefix: "      ");

                // load assembly
                if (changed)
                {
                    if (!oneAssembly)
                        this.Monitor.Log($"      Loading {assembly.File.Name} (rewritten in memory)...", LogLevel.Trace);
                    using (MemoryStream outStream = new MemoryStream())
                    {
                        assembly.Definition.Write(outStream);
                        byte[] bytes = outStream.ToArray();
                        lastAssembly = Assembly.Load(bytes);
                    }
                }
                else
                {
                    if (!oneAssembly)
                        this.Monitor.Log($"      Loading {assembly.File.Name}...", LogLevel.Trace);
                    lastAssembly = Assembly.UnsafeLoadFrom(assembly.File.FullName);
                }

                // track loaded assembly for definition resolution
                this.AssemblyDefinitionResolver.Add(assembly.Definition);
            }

            // last assembly loaded is the root
            return lastAssembly;
        }

        /// <summary>Resolve an assembly by its name.</summary>
        /// <param name="name">The assembly name.</param>
        /// <remarks>
        /// This implementation returns the first loaded assembly which matches the short form of
        /// the assembly name, to resolve assembly resolution issues when rewriting
        /// assemblies (especially with Mono). Since this is meant to be called on <see cref="AppDomain.AssemblyResolve"/>,
        /// the implicit assumption is that loading the exact assembly failed.
        /// </remarks>
        public Assembly ResolveAssembly(string name)
        {
            string shortName = name.Split(new[] { ',' }, 2).First(); // get simple name (without version and culture)
            return AppDomain.CurrentDomain
                .GetAssemblies()
                .FirstOrDefault(p => p.GetName().Name == shortName);
        }


        /*********
        ** Private methods
        *********/
        /****
        ** Assembly parsing
        ****/
        /// <summary>Get a list of referenced local assemblies starting from the mod assembly, ordered from leaf to root.</summary>
        /// <param name="file">The assembly file to load.</param>
        /// <param name="visitedAssemblyNames">The assembly names that should be skipped.</param>
        /// <param name="assemblyResolver">A resolver which resolves references to known assemblies.</param>
        /// <returns>Returns the rewrite metadata for the preprocessed assembly.</returns>
        private IEnumerable<AssemblyParseResult> GetReferencedLocalAssemblies(FileInfo file, HashSet<string> visitedAssemblyNames, IAssemblyResolver assemblyResolver)
        {
            // validate
            if (file.Directory == null)
                throw new InvalidOperationException($"Could not get directory from file path '{file.FullName}'.");
            if (!file.Exists)
                yield break; // not a local assembly

            // read assembly
            byte[] assemblyBytes = File.ReadAllBytes(file.FullName);
            AssemblyDefinition assembly;
            using (Stream readStream = new MemoryStream(assemblyBytes))
                assembly = AssemblyDefinition.ReadAssembly(readStream, new ReaderParameters(ReadingMode.Deferred) { AssemblyResolver = assemblyResolver });

            // skip if already visited
            if (visitedAssemblyNames.Contains(assembly.Name.Name))
            {
                yield return new AssemblyParseResult(file, null, AssemblyLoadStatus.AlreadyLoaded);
                yield break;
            }
            visitedAssemblyNames.Add(assembly.Name.Name);

            // yield referenced assemblies
            foreach (AssemblyNameReference dependency in assembly.MainModule.AssemblyReferences)
            {
                FileInfo dependencyFile = new FileInfo(Path.Combine(file.Directory.FullName, $"{dependency.Name}.dll"));
                foreach (AssemblyParseResult result in this.GetReferencedLocalAssemblies(dependencyFile, visitedAssemblyNames, assemblyResolver))
                    yield return result;
            }

            // yield assembly
            yield return new AssemblyParseResult(file, assembly, AssemblyLoadStatus.Okay);
        }

        /****
        ** Assembly rewriting
        ****/
        /// <summary>Rewrite the types referenced by an assembly.</summary>
        /// <param name="mod">The mod for which the assembly is being loaded.</param>
        /// <param name="assembly">The assembly to rewrite.</param>
        /// <param name="assumeCompatible">Assume the mod is compatible, even if incompatible code is detected.</param>
        /// <param name="loggedMessages">The messages that have already been logged for this mod.</param>
        /// <param name="logPrefix">A string to prefix to log messages.</param>
        /// <returns>Returns whether the assembly was modified.</returns>
        /// <exception cref="IncompatibleInstructionException">An incompatible CIL instruction was found while rewriting the assembly.</exception>
        private bool RewriteAssembly(IModMetadata mod, AssemblyDefinition assembly, bool assumeCompatible, HashSet<string> loggedMessages, string logPrefix)
        {
            ModuleDefinition module = assembly.MainModule;
            string filename = $"{assembly.Name.Name}.dll";

            // swap assembly references if needed (e.g. XNA => MonoGame)
            bool platformChanged = false;
            for (int i = 0; i < module.AssemblyReferences.Count; i++)
            {
                // remove old assembly reference
                if (this.AssemblyMap.RemoveNames.Any(name => module.AssemblyReferences[i].Name == name))
                {
                    this.Monitor.LogOnce(loggedMessages, $"{logPrefix}Rewriting {filename} for OS...");
                    platformChanged = true;
                    module.AssemblyReferences.RemoveAt(i);
                    i--;
                }
            }
            if (platformChanged)
            {
                // add target assembly references
                foreach (AssemblyNameReference target in this.AssemblyMap.TargetReferences.Values)
                    module.AssemblyReferences.Add(target);

                // rewrite type scopes to use target assemblies
                IEnumerable<TypeReference> typeReferences = module.GetTypeReferences().OrderBy(p => p.FullName);
                foreach (TypeReference type in typeReferences)
                    this.ChangeTypeScope(type);
            }

            // find (and optionally rewrite) incompatible instructions
            bool anyRewritten = false;
            IInstructionHandler[] handlers = new InstructionMetadata().GetHandlers().ToArray();
            foreach (MethodDefinition method in this.GetMethods(module))
            {
                // check method definition
                foreach (IInstructionHandler handler in handlers)
                {
                    InstructionHandleResult result = handler.Handle(module, method, this.AssemblyMap, platformChanged);
                    this.ProcessInstructionHandleResult(mod, handler, result, loggedMessages, logPrefix, assumeCompatible, filename);
                    if (result == InstructionHandleResult.Rewritten)
                        anyRewritten = true;
                }

                // check CIL instructions
                ILProcessor cil = method.Body.GetILProcessor();
                var instructions = cil.Body.Instructions;
                // ReSharper disable once ForCanBeConvertedToForeach -- deliberate access by index so each handler sees replacements from previous handlers
                for (int offset = 0; offset < instructions.Count; offset++)
                {
                    foreach (IInstructionHandler handler in handlers)
                    {
                        Instruction instruction = instructions[offset];
                        InstructionHandleResult result = handler.Handle(module, cil, instruction, this.AssemblyMap, platformChanged);
                        this.ProcessInstructionHandleResult(mod, handler, result, loggedMessages, logPrefix, assumeCompatible, filename);
                        if (result == InstructionHandleResult.Rewritten)
                            anyRewritten = true;
                    }
                }
            }

            return platformChanged || anyRewritten;
        }

        /// <summary>Process the result from an instruction handler.</summary>
        /// <param name="mod">The mod being analysed.</param>
        /// <param name="handler">The instruction handler.</param>
        /// <param name="result">The result returned by the handler.</param>
        /// <param name="loggedMessages">The messages already logged for the current mod.</param>
        /// <param name="assumeCompatible">Assume the mod is compatible, even if incompatible code is detected.</param>
        /// <param name="logPrefix">A string to prefix to log messages.</param>
        /// <param name="filename">The assembly filename for log messages.</param>
        private void ProcessInstructionHandleResult(IModMetadata mod, IInstructionHandler handler, InstructionHandleResult result, HashSet<string> loggedMessages, string logPrefix, bool assumeCompatible, string filename)
        {
            switch (result)
            {
                case InstructionHandleResult.Rewritten:
                    this.Monitor.LogOnce(loggedMessages, $"{logPrefix}Rewrote {filename} to fix {handler.NounPhrase}...");
                    break;

                case InstructionHandleResult.NotCompatible:
                    this.Monitor.LogOnce(loggedMessages, $"{logPrefix}Broken code in {filename}: {handler.NounPhrase}.");
                    if (!assumeCompatible)
                        throw new IncompatibleInstructionException(handler.NounPhrase, $"Found an incompatible CIL instruction ({handler.NounPhrase}) while loading assembly {filename}.");
                    this.Monitor.LogOnce(loggedMessages, $"{logPrefix}Found broken code ({handler.NounPhrase}) while loading assembly {filename}, but SMAPI is configured to allow it anyway. The mod may crash or behave unexpectedly.", LogLevel.Warn);
                    break;

                case InstructionHandleResult.DetectedGamePatch:
                    this.Monitor.LogOnce(loggedMessages, $"{logPrefix}Detected game patcher ({handler.NounPhrase}) in assembly {filename}.");
                    this.Monitor.LogOnce(loggedMessages, $"{logPrefix}{mod.DisplayName} patches the game, which may impact game stability. If you encounter problems, try removing this mod first.", LogLevel.Warn);
                    break;

                case InstructionHandleResult.DetectedSaveSerialiser:
                    this.Monitor.LogOnce(loggedMessages, $"{logPrefix}Detected possible save serialiser change ({handler.NounPhrase}) in assembly {filename}.");
                    this.Monitor.LogOnce(loggedMessages, $"{logPrefix}{mod.DisplayName} seems to change the save serialiser. It may change your saves in such a way that they won't work without this mod in the future.", LogLevel.Warn);
                    break;

                case InstructionHandleResult.DetectedUnvalidatedUpdateTick:
                    this.Monitor.LogOnce(loggedMessages, $"{logPrefix}Detected reference to {handler.NounPhrase} in assembly {filename}.");
                    this.Monitor.LogOnce(loggedMessages, $"{logPrefix}{mod.DisplayName} uses a specialised SMAPI event that may crash the game or corrupt your save file. If you encounter problems, try removing this mod first.", LogLevel.Warn);
                    break;

                case InstructionHandleResult.DetectedDynamic:
                    this.Monitor.LogOnce(loggedMessages, $"{logPrefix}Detected 'dynamic' keyword ({handler.NounPhrase}) in assembly {filename}.");
                    this.Monitor.LogOnce(loggedMessages, $"{logPrefix}{mod.DisplayName} uses the 'dynamic' keyword, which isn't compatible with Stardew Valley on Linux or Mac.",
#if SMAPI_FOR_WINDOWS
                        this.IsDeveloperMode ? LogLevel.Warn : LogLevel.Debug
#else
                        LogLevel.Warn
#endif
                    );
                    break;

                case InstructionHandleResult.None:
                    break;

                default:
                    throw new NotSupportedException($"Unrecognised instruction handler result '{result}'.");
            }
        }

        /// <summary>Get the correct reference to use for compatibility with the current platform.</summary>
        /// <param name="type">The type reference to rewrite.</param>
        private void ChangeTypeScope(TypeReference type)
        {
            // check skip conditions
            if (type == null || type.FullName.StartsWith("System."))
                return;

            // get assembly
            if (!this.TypeAssemblies.TryGetValue(type.FullName, out Assembly assembly))
                return;

            // replace scope
            AssemblyNameReference assemblyRef = this.AssemblyMap.TargetReferences[assembly];
            type.Scope = assemblyRef;
        }

        /// <summary>Get all methods in a module.</summary>
        /// <param name="module">The module to search.</param>
        private IEnumerable<MethodDefinition> GetMethods(ModuleDefinition module)
        {
            return (
                from type in module.GetTypes()
                where type.HasMethods
                from method in type.Methods
                where method.HasBody
                select method
            );
        }
    }
}